Everything the same as the last chat: apolyton server, etc.
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Orders for turnchat 2242-2249, 8/2/2003, 2200 GMT
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PRELIMINARY ORDERS AS OF MY 2242:
Build Queue Orders:
New Apolyton:
Insert crawler at start of build queue.
Insert Centauri Preserve at end of build queue.
ThisBaseIsBelongToUs:
Delete current queue.
Insert Hab Complex, Fusion Lab, Biology Lab and Centauri Preserve, I that order.
Tacticus Academy:
Insert Centauri Preserve at end of build queue.
Antioch:
Insert Centauri Preserve at end of build queue.
Worker Placement Orders:
New Apolyton:
Move 1 forest worker to mine on 17,89 (N of NA).
When crawler arrives, switch workers back to forest.
Antioch:
When borehole is complete, switch one forest worker over.
Crawler Orders:
When NA crawler is complete, send it N to 17,89 and crawl minerals.
Have 8,92 crawler switch from energy to minerals.
Former Orders:
Tacticus Academy former (8,82), W of Antioch, drill borehole.
- Continue drilling borehole.
- When done, move N to 8,80 and clear fungus, then build road, then plant forest.
Tacticus Academy former (8, 82), W of Antioch, drill borehole.
- Continue drilling borehole.
- When done, move N to 8,80 and clear fungus, then build road, then plant forest.
Antioch former (8, 82), W of Antioch, drill borehole.
- Continue drilling borehole.
- When done, move N to 8,80 and clear fungus, then build road, then plant forest.
ThisBaseIsBelongToUs former (8, 82), W of Antioch, drill borehole.
- Continue drilling borehole.
- When done, move N to 8,80 and clear fungus, then build road, then plant forest.
ThisBaseIsBelongToUs former (18,88), NNW of New Apolyton, no orders.
- Clear fungus.
- Build road.
- Plant forest.
-Move to 16,86 and repeat.
New Apolyton former (18,88), NNW of New Apolyton, no orders.
- Clear fungus.
- Build road.
- Plant forest.
-Move to 16,86 and repeat.
ThisBaseIsBelongToUs former (12,82), E of Antioch, no orders.
- Plant forest.
- Move NW to 10,80.
- Build road.
- Plant forest.
Rush Requests:
Hab Complex at New Apolyton for 110 ECs (optimal price)
Research Hospital in TBIBTU for 182 ECs (optimal price)
Research Hospital in Tacticus Academy for 60 ECs (optimal price)
Research Hospital in Antioch for 72 ECs (optimal price)
Total: 414 ECs.
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Director of Science Orders
Next tech: Advanced Ecological Engineering
Backup tech: Planetary Economics
Edit: These orders, which I got from Voltaire's last poll, have already been carried out. Please ignore these orders; a new techpoll will follow shortly.Last edited by AdamTG02; February 4, 2003, 11:21.Adam T. Gieseler
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Anyway, the orders (same as the ones in the Akiria thread, btw... edit- well, not anymore, as I didn't want to keep editing both when I noticed some small errors):
Preliminary Orders for Akiria, 2235-
Requests to the DIA
Rush requests as follows (you may want to be sitting down ):
Format of rush costs:
Cost for no carryover (Cost for 10 mineral carryover)
Requested immediately:
- Tree Farm in Aurora in 1 turn for 164ec (184ec)
- Children's Creche in Cyclops in 1 turn for 44ec (64ec)
Requested for a bit later (note that these are estimates):
In one turn (on 2243):
- Tree Farm in Twin Peaks in 1 turn for 202ec (222ec)
(note this cost goes down by 16ec each turn, more if Twin Peaks' mineral production increases)
In three turns (on 2245):
- Tree Farm in Cyclops in 1 turn for 180ec (200ec)
(note this cost goes down by 20ec each turn, more if Cyclops' mineral production increases)
If, during play, a good oppurtunity for a rush comes up, please consider doing it
note: all rush costs are the bare minimum (that I could find) that would cause completion in 1 turn (no mineral overflow to next turn), sometimes having to be combined with some of the worker switch orders found below.
General Orders for the Commssioner
1) If, for any reason, an Akirian base should begin generating any ED at all, cut mineral production until the ED goes away. Start by un-convoying mineral crawlers, then start moving/pulling workers if necessary. Please use your discretion in worker fiddling, so as to not overly damage nutrient or energy production. If time permits, please check any Akirian base that was near the ED limit (ie over 20 mins) and may have increased production since last checked.
2) Please check, before ending each turn, whether the next turn will bring a drone riot for any Akirian base. If so, please take preventative steps. I'll understand if time constraints make this touch-and-go, but please do your best to prevent drone riots (as opposed to fixing the problem after the riot starts).
Build Queues
Aurora
Current Project: Tree Farm
Queue (changed):
Network Node
Supply Crawler
Fusion Sea Former
Research Hospital
Hab Complex
Fusion Lab
New Tassagrad
Current Project: Fusion Sea Formers
Queue (changed):
Research Hospital
Hab Complex
Xenoempathy Dome
Fusion Lab
Energy Bank
Twin Peaks
Current Project: Supply Crawler, please change this to Tree Farm (no mins will be lost)
Queue (changed):
Network Node
Supply Crawler
Former
Recreation Commons
Former
Research Hospital
Cyclops
Current Project: Children's Creche
Queue (changed):
Tree Farm
Network Node
Supply Crawler
Former
Rec. Commons
Supply Crawler
Research Hospital
Espirito del Aqua
Current Project: Police Infantry
Queue (changed):
Sea Former
Children’s Crèche
Recycling Tanks
Trawler
Network Node
Recreation Commons
Crawlers
Aurora Crawler #4 (in Aurora), to be built
- Move to 23,107 (E, E)
- Convoy minerals
Aurora Crawler at (18,110) (S SW of base)
- If the mine at 20,110 (1 square east) has been completed, move there and convoy minerals
New Tassagrad Crawler at 11,111 (S, SW, SW from NT)
- Move to 11,113 (S)
- Convoy nutrients
New Tassagrad Crawler at 13,109 (S from NT)
- When NT's crop failure is over move to 11,111 (SW, SW)
- Convoy minerals
New Tassagrad Sea Trawler #1 (in NT), to be built
- Move to nearest unused FWS squre with a tidal harness
- Convoy energy
New Tassagrad Sea Trawler #2 (in NT), to be built
- Move to nearest unused FWS squre with a tidal harness
- Convoy energy
Twin Peaks Crawler #2 (in TP), to be built
- Move to 22,112 (SW)
- Convoy minerals (displace worker to an unworked forest square)
Cyclops Crawler #2 (in Cyclops), to be built
- Move to 7,119 (W, S)
- Convoy nutrients (displace worker to an unworked forest square)
Cyclops Crawler #3 (in Cyclops), to be built
- Move to 10,112 (NE, N, N)
- Convoy minerals
Espirito del Aqua Sea Trawler #1 (in EdA), to be built
- Move to nearest unused FWS squre with a tidal harness
- Convoy energy
All other Crawlers to be left unchanged.
Formers
Note: I'm assuming that any formers in Akiria are under my command and am thus giving orders for them. If any are not under my control, please ignore any of my orders for them and notify me which ones are not under my control.
Dues Ex Machina Former (10,112) (NE N N of Cyclops), building mine
- Finish Mine
- Move to (11,113) (SE)
- Build Condensor
- Move to (14,110) (N NE NE SE)
- Build road
- Build Mine
- Move to (18, 108) (NE NE E)
- Build farm (replacing forest)
- Build Condensor
New Apolyton Former (10,112) (NE N N of Cyclops), no orders
- Build Mine
- Move to (11,113) (SE)
- Build Condensor
- Move to (14,110) (N NE NE SE)
- Build road
- Build Mine
- Move to (18, 108) (NE NE E)
- Build farm (replacing forest)
- Build Condensor
Zanarkand Gate Former (9,118) S of Cyclops, no orders
- Remove Fungus
- Build road
- Plant Forest
- Move to 10,118 (NE into fungus)
- Build road
- Plant Forest
- Move to 7, 115 (NW NW into fungus)
- Build road
- Plant Forest
Aurora Former (7,119) SW SW of Cyclops, no orders
- Build Condensor
- Move to 6,118 (NW)
- Build road
- Build farm
- Move to 9,119 (SE, E possibly into fungus)
- Remove Fungus
- Build road
- Plant Forest
- Move to 10,118 (NE into fungus)
- Build road
- Plant Forest
- Move to 7, 115 (NW NW into fungus)
- Build road
- Plant Forest
New Tassagrad Former (7,119) SW SW of Cyclops, no orders
- Build Condensor
- Move to 6,118 (NW)
- Build road
- Build farm
- Move to 9,119 (SE, E possibly into fungus)
- Remove Fungus
- Build road
- Plant Forest
- Move to 10,118 (NE into fungus)
- Build road
- Plant Forest
- Move to 7, 115 (NW NW into fungus)
- Build road
- Plant Forest
Cyclops Former (7,119) SW SW of Cyclops, no orders
- Build Condensor
- Move to 6,118 (NW)
- Build road
- Build farm
- Move to 9,119 (SE, E possibly into fungus)
- Remove Fungus
- Build road
- Plant Forest
- Move to 10,118 (NE into fungus)
- Build road
- Plant Forest
- Move to 7, 115 (NW NW into fungus)
- Build road
- Plant Forest
Aurora Former (25,113) SE SE of Twin Peaks, building road
- Finish road
- Build Farm (to provide food for Heaven's Gate)
- Build Condensor (to provide more food)
- Move to (23,115) (NW, S)
- Build road
- Move to (22,116) (SW)
- Build road
- Build farm
- Build Condensor
Aurora Former (24,110) NE of Twin Peaks, planting forest
- Finish forest
- Move to (25,113) (S SE)
- Build Farm
- Build Condensor
- Move to (23,115) (NW, S)
- Build road
- Move to (22,116) (SW)
- Build road
- Build farm
- Build Condensor
Aurora Former (24,110) NE of Twin Peaks, planting forest
- Finish forest
- Move to (25,113) (S SE)
- Build Farm
- Build Condensor
- Move to (24,114) (SW) (note: this is diverging from the other two formers it'll be with)
- Build road
- Plant forest
- Move to (20,110) (NW NW NW)
- Build road
- Build mine
Tacticus Academy Former (22,108) N NW of Twin Peaks, no orders
- Remove Fungus
- Build road
- Plant Forest
- Move to (21,109) (SW)
- Build Condensor
- Move to (20,110) (SW)
- Build road
- Build mine
- Move to (18,108) (NW NW)
- Build Farm (replace forest)
- Build Condensor
Crystalis Former (22,108) N NW of Twin Peaks, no orders
- Remove Fungus
- Build road
- Plant Forest
- Move to (21,109) (SW)
- Build Condensor
- Move to (20,110) (SW)
- Build road
- Build mine
- Move to (18,108) (NW NW)
- Build Farm (replace forest)
- Build Condensor
New Apolyton Former (23,109) N of Twin Peaks, no orders
- Move to (24,108) (NE)
- Plant Forest
- Move to (21,109) (SW NW)
- Build Condensor
- Move to (20,110) (SW)
- Build road
- Build mine
- Move to (18,108) (NW NW)
- Build Farm (replace forest)
- Build Condensor
New Tassagrad Sea Former, when finished
- Move to (15, 105) (NE NE)
- Build Mining Platform (square for use by EdA)
- Build Kelp Farm
- Move to (17, 105) (E)
- Build Mining Platform (square for use by EdA)
- Build Kelp Farm
- Move to (19,103) (NE NE)
- Build Tidal Harness
- Move to (18,104) (SW)
- Build Tidal Harness
- Build Kelp Farm
Espirito del aqua Former, when finished
- Move to (15, 105) (S SW)
- Build Mining Platform (square for use by EdA)
- Build Kelp Farm
- Move to (17, 105) (E)
- Build Mining Platform (square for use by EdA)
- Build Kelp Farm
- Move to (19,103) (NE NE)
- Build Tidal Harness
- Move to (18,104) (SW)
- Build Tidal Harness
- Build Kelp Farm
- The two Formers to be built in Twin Peaks and the Former to be built in Cyclops
- I can't really predict how far the other formers will have gotten, so just use your discretion or ask me if I'm in the turnchat.
Workers
Aurora Empath
- Cultivate (20,106) (NE of base) unless needed to calm drones
New Tassagrad Worker (12,104) (N NW of base)
- Become Empath to trigger GA.
(Note: this, if done first, will cause a 1 point nut deficit, which wouldn't really be a problem anyway, but the crawler orders above should rebalance this to at least break even)
Cyclops Worker (10,116) (NE of base)
- Switch to farm at (7,119) (SW SW of base)
Espirito del Aqua Worker (17, 101) (NE of base)
- Switch to kelp farm at (19,103) (E SE of base)
New Workers in any of the land bases
- Cultivate a farm square if nutrients are really needed, a forest square otherwise. Feel free to use your discretion if it would help the base.
New Workers in EdA
- Keep the food coming in, and go for any mining platforms that get built. If feasible, take some off of non-mineral low energy squares to work as engineers (or empaths, if needed).Last edited by Cedayon; February 7, 2003, 10:24.
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edit- removed military units from NT's build queue, partly due to lack of interest on part of the military, partly due to the Major's advice.
edit- btw, I won't be able to attend the turnchat, as I'll be on campus and my university (in its infinite wisdom) blocks mIRC completely.
Pardon me while I go bury the body of the tech support guy who had the misfortune to be the one to inform me of this...Last edited by Cedayon; February 7, 2003, 10:28.
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Jedinica Vrijstaat order, MY 2242 onwards
My worker placements and hurry requests presume a switch to Free Market with 20% Psych.
Request to the DEI
Please move that Sheathed Swordian trance scout skirmisher asap back into Peacekeeper territory. I have a basewide strike of concerned mothers...
Request to the DIA
-A hurry of the Concordian Missile Infantry of 35 ec.
-A hurry of the Pandemonian tree farm of 202 ec.
-A hurry of the Sheathed Swordian hab complex of 126 ec.
-A hurry of the Terminal Dogmatic aerospace complex of 86 ec.
-A hurry of the Valhallan network node of 102 ec.
Total: 551 ec.
These are just requests seeing our large reserve. If it's too much, just say so. Bear in mind though:
-Not rushing in Concordia would mean a waste of 10 minerals.
-Pandemonium is suffering a nutrient shortage.
Request to the DPO
Could you please design a <6>-1-9*2 Missile Interceptor?
Worker allocations
Concordia
Change two empaths into engineers.
If a borehole is finished, put an engineer to work that borehole. If that generates eco-damage, rehome the Concordian mineral-convoying crawlers to Pandemonium after which you return them to their original square.
Pandemonium
Remove the two fungal workers from the field. Change ALL empaths into engineers.
Terminal Dogma
Change the empath into an engineer.
Valhalla
Put the fungal worker on the borehole.
Build queues
Lacking any other request, and having enough formers and crawlers, and not having yet clean reactor to build clean units, I just put buildings in all queues...
Concordia (second and following items added)
AAA missile infantry
2e-1-2 empath recon rover (design is obsolete currently - should be made available again)
energy bank
research hospital
fusion lab
centauri preserve
Pandemonium (second and following items added)
tree farm
energy bank
research hospital
fusion lab
centauri preserve
Sheathed Sword (second and following items added)
hab complex
energy bank
tree farm
research hospital
fusion lab
centauri preserve
Terminal Dogma (second and following items added)
aerospace complex
<6>-1-9*2 Missile Interceptor
energy bank
research hospital
fusion lab
centauri preserve
Valhalla (change first item!)
network node
energy bank
tree farm
Supply Crawlers
Pandemonian crawler on (15.91) W of New Apolyton, convoying minerals
-move to (16.68)
-convoy minerals
Formers
Two Sheathed Swordian and Terminal Dogmatic formers (14.58) SS of Ankh-Morpork, building road
-finish road
-hire those formers to the Solarian-Xenobananan government for the next decade or so.
Sheathed Swordian former (14.64) SE-SE of ShSw, constructing condenser
-finish condenser
-move one tile SW to (13.65) and construct condenser
-move two tiles NW to (11.63) and construct condenser
Three formers on (17.65) NW of TeDo, constructing borehole
-finish borehole
-help the above former to construct its three condensers
Two Pandemonian formers on (18.68) SW-SW of TeDo, removing fungus
-remove fungus
-build road
-construct mine
-move one tile N to (16.66)
-remove fungus
-build road
-construct mine
Terminal Dogmatic former on (13.73) NE-NE of Concordia, moving to (10.72)
-STOP moving to (10.72)
-move one tile S to (13.75)
-plant forest. Do NOT build road.
-help the following former group in their borehole quest.
I've alreadyasked for a forest there fifteen years ago. I hope it works this time.
Five formers on (10.72) N-NW of Concordia, constructing borehole
-finish borehole
-move two tiles SW to (8.74)
-remove fungus
-build road
-construct borehole
-move one tile E to (10.74)
-remove fungus
Thanks.Last edited by Maniac; February 7, 2003, 12:28.
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Switch to Free Market, with 40/20/40 Psych allocation.
/me seizes his Talisker whisky and succesively drinks five double-talisker-no-ice-no-water-no-soda bottows up and in a row."Just because you're paranoid doesnt mean there's not someone following me..."
"I shall return and I shall be billions"
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Originally posted by Pandemoniak
Switch to Free Market, with 40/20/40 Psych allocation.
* Pandemoniak seizes his Talisker whisky and succesively drinks five double-talisker-no-ice-no-water-no-soda bottows up and in a row.
That aside...
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Btw, I've given orders for the Xenoempathy Dome to be put in NT's build queue (probably won't get started this turnchat, but maybe). NT's mineral production will likely be over 20 by the time construction starts. Sound good to you all, or do you want another base to build it?
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At TKGs request I made some orders for the new region north of JV. Feel free to pick them apart and change whatever, anyone, I just did the "grunt work" with the structure and my suggestions.
Possible Orders for The New Region (go banana!) 2242-
Requests to the DIA
Rush requests as follows:
Format of rush costs:
Cost for no carryover (Cost for 10 mineral carryover)
Requested immediately:
- Recycling Tanks in Ankh-Morpork in 1 turn for 54ec (74ec)
- Recycling Tanks in Metropolis in 1 turn for 46ec (66ec)
Requested for a bit later:
- Recycling Tanks in Shangri-La, whenever it becomes feasible
- The Sea Former in UNAXB, whenever it becomes feasible (it'll take till near the end of the term to build without some help)
If any other rushes become feasible, please consider them, as this region will be largely dependent on such spending to become truly productive.
Build Queues
Ankh-Morpork
Current Project: Recycling Tanks
Queue (changed):
Children's Creche
Supply Crawler
Rec Commons (if necessary)
Supply Crawler
Network Node
Former
Shangri-La
Current Project: Trance Plasma Skirmisher
I strongly recommend changing the current project to recycling tanks or a former, this base badly needs food (and is, indeed, about to drop to 2 pop units)
Queue (changed):
Rec Tanks or Former (whichever hasn't been built)
Children's Creche
Supply Crawler
Rec Commons (if necessary)
Supply Crawler
Network Node
Former (if necessary)
Metropolis
Current Project: Recycling Tanks
Queue (changed):
Supply Crawler (for the nearby rocky mine)
Children's Creche
Rec Commons (if necessary)
Supply Crawler
Network Node
Former (if necessary)
U.N. Aquaxenobanana
Current Project: Fusion Sea Formers
Queue (changed):
Children's Creche
Rec Commons (if necessary)
Sea Trawler
Sea Former (if there's enough minerals to spare the support)
Network Node
Sea Trawler
New base at (25,59) between Metro and U.N.Aqua
(a garrison unit is enroute with the CP)
Queue (changed, obviously):
Former
Recycling Tanks
Children's Creche
Supply Crawler
Rec Commons (if necessary)
Supply Crawler
Network Node
Former (if necessary)
Crawlers
Just pick good spots when the crawlers come on-line. A really good one, though, is for a Metro crawler to convoy minerals from the adjacent mine at (17,59, just W of the base).
Formers
Ankh-Morpork Former (18,54) (SW of Shangri-La), no orders
- Build Farm
- Build Condensor (it is necessary)
- Move to (18,52) (N)
- Build road
- Plant Forest (or should it be farmed?)
- Move to (17, 51) (NW)
- Build road
- Build mine
Metropolis Former (22,58) (NE E of Metro), building road
- Finish road
- Move to (23,59) (SE)
- Remove fungus
- Build road
- Build farm
- Build condensor (if necessary)
- Move to (24, 60) (SE)
- Remove fungus
- Build road
- (from here depends on priorities)
If Shangri-La builds a former, have it assist the A-M former nearby.
If the new base builds a former, have it assist the Metro former nearby.
Maniac, you have two formers very near A-M (14,58, S S of A-M), would you mind allowing their use to bolster A-M's food production? Orders would be as follows (for the both of them, or 1 if you need the other):
- Finish road
- Move to (14,56) (N)
- Build farm
- Build condensor
- (depends on how long you want to loan them)
(note: AFAIK Maniac has approved the former loan)
Workers
Ankh-Morpork Worker (14,52) (N of base)
- Switch to (14,56) (S of base)
U.N. Aquaxenobanana Worker (26,62) (W of base)
- Switch to a normal sea square (nothing better that's unworked, and the fungus won't be producing anything)
New Workers
- At this stage the bases simply need food, the workers should be placed accordingly. If possible, work some good mineral squares. Hopefully some forest can be planted soon.
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Twin Sea Preliminary Orders MY 2242-2249
Build Queues
Crystalis (add to existing queue)
Biology Lab
Hab Complex
Tree Farm
Energy Banks
Recreation Commons
Mysidia (add to existing queue)
Fusion Lab
Centauri Preserve
Supply Crawler
Supply Crawler
New Suez (add to existing queue)
Maritime Control Center
Fusion Lab
Research Hospital
Centauri Preserve
Supply Crawler
U.N. Research Complex (no change)
Transcendence Academy (no change)
Heaven’s Gate (add to queue)
Recycling Tanks
Children’s Crèche
Recreation Commons
Network Node
Supply Crawler
Former
Former
Crawlers
Any newly constructed crawlers are to move to unoccupied forest locations and are to convoy minerals.
Formers
Due to the sheer number of formers to take into account, also given that the exact orders are seldom followed, the following general orders are to be used in the terraforming of the Twin Sea region: move formers to squares not already containing forests, and remove fungus (if necessary), plant forests & build roads; except in rocky areas, in which case construct mines and build roads.You can only curse me to eternal damnation for so long!
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